"Mike Z auf DL" schrieb:
-----A bit about....-----
...damage scaling:
Damage in BB will actually scale down to zero, meaning if you do a combo long enough it will stop doing damage entirely no matter what you hit with. It will also stop giving you any Heat gauge for hitting. In practice this doesn't come up very often, but it sort of makes infinites pointless.
There is one exception to "no matter what you hit with", which is below. (I didn't test Astral Finishes, though.)
...throws:
- When someone is thrown, if they can tech there will be giant !! over the character's head indicating when they can tech.
- Any throw done to hitstun or blockstun is techable, including special/super grabs. (BOOOO techable 720 BOOOO!) In order for command throws to be untechable, the opponent must have returned to neutral state. This appears not to be true of Noel's backthrow->commandthrow or Taokaka comboing to Maul You super. Maybe I am blind, but I didn't see the !! for those.
- Any throw which connects as a counterhit is not techable. There will be a giant red X over the opponent, in addition to the !!
- To tech a throw, you must press B+C simultaneously. If you are mashing B+C and you hit it twice within the tech window, you will get Throw Escape Failure and screw yourself out of a tech. (Thanks Goryus for actually figuring out why). This ain't Marvel!
- Any successful throw done as part of a combo will do full damage, even if the combo is prorated down to nothing already. It doesn't reset the proration, so combo damage after a throw continues to be scaled.
...kara-cancels:
- Kara into throw (B~C, D~BC, etc) is still present, as is kara-FD (A~B, C~AB, etc) and kara-specials(236+D~A). You can't kara-cancel moves in chains, only standalone normal moves.
- Litchi has the furthest kara so far, 2C. 2C~B is her karathrow, and if you do it right you will her her say something for the 2C before she throws. It moves her really far - close Ax4 still leaves you in karathrow range.
- Tager has a "reverse" karathrow: If they are magnetized, standing D starts pulling them closer on the first frame, so you can do D~BC to suck them in and therefore give yourself extra throw range. However, the real awesomeness is kara-command-throws...360+D~A (hold A) or 720+D~C (hold C). The D gives them some extra velocity and the throw's suction adds to that. This allows you to do (for example) a 720 where they are moving closer during the entire superflash.
- If you want to see how much these actually affect the opponent, hold A and do either 1C~B (Litchi) or 4D~B (Tager), which will do kara-FD instead of kara-throw.
...option selecting:
Move input priority seems to be special/super > FD > throw > normal/command normal.
Button priority seems to be D > C > B > A, the opposite of GG.
What does this mean for you, the consumer? A few things, but basically - buffer throw breaks into every special move you do that's not with the A or B buttons.
- If you are being comboed, teching with BC will recover when you can but will also break throws if they try to combo one. This is obvious.
- 623+BC with Ragna (for example) will give you an INFERNO DIVIDAAA but will also tech throws. This works for all specials/supers that are with C or D, just use BC or BCD.
- 4+ABC will give you Faultless Defense but will also tech throws. Universal Defense! (It will also Rapid Cancel if you were doing something, so be careful.)
...blocking bursts:
Offensive bursts (from any time you could have attacked) are gold, defensive bursts (from hitstun/blockstun) are greenish.
Blocking an offensive burst is an instant guard crush, no matter where the guard gauge is. (Not sure about if you FD it, though.) Only offensive bursts auto-guardbreak, defensive bursts don't, so you don't have to worry about this if you are comboing someone.
This immediately made me try blockstring -> jumpcancel -> burst, which seems to work on some of the moves with longer blockstun. OMG brokenz?!
Nope! This is not a normal guard crush. It doesn't prorate, but...no matter what you do after it, you cannot kill the opponent. It will bring them down to zero life, but no winning until you stop the combo and do something else. Doesn't matter if it's a 999-hit black-beat combo or a 720, as long as they don't get to block they won't die. This includes comboing throws. (I didn't test Astral Finishes but I will today).
To clarify - you can indeed kill someone off a regular guard crush.
...random useless junk:
- If you were blocking improperly, for example holding 4 and get hit low, a small colored ! will appear by your character. Apparently it's just there to make you feel bad. The color changes depending on how you screw up - block high+hit low, block low+hit high, block in the air and get hit by something you have to FD, etc. This doesn't happen unless you were trying to block, if you're just standing around and get hit there's no indication.
- The color of the !! for throws also changes, but I didn't look into why. It probably is related to the tech window.
Da läuft einiges anders..
.. aber schön auch in diesem Spiel einen Chara mit Kara Throw spielen zu dürfen
Mit diesen ganzen Ausrufezeichen werden selbst die vorher unsichtbaren Informationen sichtbar gemacht.. Großartig für die Matchvid Analyse^^
"The real challenge is to stay in range of the long-term pespective when you are under fire and hurting in the middle of the war. This is at the core of the art of learning"
-- Josh Waitzkin
GG AC Engine FAQ
-- Josh Waitzkin
GG AC Engine FAQ
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